• Oculus Rift / Virtual Reality General
    4,360 replies, posted
[QUOTE=GeneralSpecific;49290000]why even post that here[/QUOTE] Probably since RichyZ got banned in another VR thread. Just ignore him.
I wonder if, now that the Vive has been both delayed, and given a definite time for pre-orders, Oculus will finally start up their preorder hype machine.
[QUOTE=Zombii;49290245]I wonder if, now that the Vive has been both delayed, and given a definite time for pre-orders, Oculus will finally start up their preorder hype machine.[/QUOTE] I wouldnt call a random software developer's claim that there are no delays a confirmation of a definite pre-order time, tbh.
[QUOTE=Timebomb575;49290273]I wouldnt call a random software developer's claim that there are no delays a confirmation of a definite pre-order time, tbh.[/QUOTE] [url]http://blog.htc.com/2015/12/htc-vive-update/[/url] [img]http://i.imgur.com/OoZsXpA.png[/img] ...?
[QUOTE=Zombii;49290296][url]http://blog.htc.com/2015/12/htc-vive-update/[/url] [img]http://i.imgur.com/OoZsXpA.png[/img] ...?[/QUOTE] Oh wow sorry, I somehow read your post as claiming that Oculus had defined a pre-order date :downs: [editline]11th December 2015[/editline] Anyone else notice a new tab on their Steam library with all the VR games you have? [img]http://i.imgur.com/jcSjulq.png[/img] Neat!
Oculus Audio SDK released. The first full, non-beta release. [url]https://developer.oculus.com/downloads/audio/1.0.1/Oculus_Audio_SDK_Plugins/[/url] [editline]11th December 2015[/editline] [url]https://developer.oculus.com/blog/meet-the-oculus-audio-sdk/[/url]
[QUOTE=Orkel;49290219]Probably since RichyZ got banned in another VR thread. Just ignore him.[/QUOTE] I don't see what that has to do with my momentary bout of egocentrism.
[QUOTE=dai;49288896]I banned myself for a week once [i]trust me[/i][/QUOTE] didnt someone once ban themselves with the reason 'you're drunk go to bed'? :v:
40 posts in one day after a month of near inactivity you had me thinking preorders just opened or something
[QUOTE=bitches;49291793]40 posts in one day after a month of near inactivity you had me thinking preorders just opened or something[/QUOTE] When preorders open this thread is gonna go berzerk, man.
sucks not knowing when preorders will go up my money is going into university so i got my parents to agree to preorder this as my christmas gift so i'm hoping it'll actually go live this month yknow
I'm probably going to wait until mid-year to order a Rift. I'll have to wait for a few pay checks to come in, I wouldn't feel right putting it on a card. Should be pretty fleshed out by then, though, so that'll be great. And yes, I'm going to definitely be going for the Rift over the Vive, because my play area is my desk and I'm not allowed to put holes in the walls. Don't think I'd get a ton of benefit from Lighthouse, and the Rift's first-party stuff is looking super solid. Also, the Rift is portable, which means my entire setup can be a mobile VR showcase. That's what I'm really excited for.
[QUOTE=woolio1;49292143]I'm probably going to wait until mid-year to order a Rift. I'll have to wait for a few pay checks to come in, I wouldn't feel right putting it on a card. Should be pretty fleshed out by then, though, so that'll be great. And yes, I'm going to definitely be going for the Rift over the Vive, because my play area is my desk and I'm not allowed to put holes in the walls. Don't think I'd get a ton of benefit from Lighthouse, and the Rift's first-party stuff is looking super solid. Also, the Rift is portable, which means my entire setup can be a mobile VR showcase. That's what I'm really excited for.[/QUOTE] portability is also of interest to me, but how exactly would the vive be less portable than the rift? IIRC the Rift consists of the headset, a controller, and a camera, while the Vive is basically that +1 controller and +1 tracking unit. Doesnt really seem like that much more of a hassle, especially when you consider the fact that you need to have a portable rig powerful enough to run the HMD. [editline]11th December 2015[/editline] and if you are planning on having a portable rig, you'd probably have space to set up room scale stuff elsewhere anyway (with the Rift+touch or Vive).
I thought Lighthouse was two units at opposite ends of the room. EDIT: it is, according to the Vive website. That makes it significantly less portable.
[QUOTE=woolio1;49294433]I thought Lighthouse was two units at opposite ends of the room. EDIT: it is, according to the Vive website. That makes it significantly less portable.[/QUOTE] Two opposing lighthouse units is the optimal setup, but the system works regardless of where they're put. The recommended setup is described as such mostly because of occlusion. There was a video some pages back that showed some guy using only one lighthouse and putting it in the same place you would normally put the Oculus camera and it still works. The problem becomes occlusion, and you can solve most occlusion by putting the two light house units on opposite ends of your desk, i.e. to your left and right like stereo speakers. [editline]11th December 2015[/editline] Found it. [media]https://www.youtube.com/watch?v=tpWz_LcPXrI[/media]
solution if you wanna be portable and have good coverage but can't mount the cameras anywhere [t]http://g01.s.alicdn.com/kf/HTB114waHpXXXXaiXXXXq6xXFXXX8/Yunteng-selfie-tripod-mini-tripod-stand-for.jpg[/t]
Shiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiit [media]https://www.youtube.com/watch?v=_TPXop3ONPk[/media]
[QUOTE=EcksDee;49294752]Shiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiit [media]https://www.youtube.com/watch?v=_TPXop3ONPk[/media][/QUOTE] And its multiplayer ohhhh myyyyyyy goooooooood [editline]11th December 2015[/editline] its like toybox but with more building shit
[QUOTE=Orkel;49291050]Oculus Audio SDK released. The first full, non-beta release. [url]https://developer.oculus.com/downloads/audio/1.0.1/Oculus_Audio_SDK_Plugins/[/url] [editline]11th December 2015[/editline] [url]https://developer.oculus.com/blog/meet-the-oculus-audio-sdk/[/url][/QUOTE] i was wondering are the cv1 headphones detachable?
woah
[QUOTE=waylander;49294881]i was wondering are the cv1 headphones detachable?[/QUOTE] yes
one good thing about moving out soon is that i can hopefully design my room or a roomspace to be used for VR, which is why I am leaning towards the Vive
[QUOTE=Ninja Gnome;49295051]one good thing about moving out soon is that i can hopefully design my room or a roomspace to be used for VR, which is why I am leaning towards the Vive[/QUOTE] dont forget that the Rift will (eventually) also have room scale tracking with its Touch stuff the main advantage the Vive has right now is that the room-scale stuff is already out there so people can develop games for it, whereas the Touch isnt yet in the hands of developers IIRC. indications are good that the two systems (Vive's lighthouse vs Rift's optical system) [I]should[/I] perform fairly similarly (though the lighthouse beacons are likely going to be cheaper than the Rift cameras). So its really going to come down the game offerings, price, and the final form factor of both systems controllers, IMO. Im leaning towards a Vive at the moment simply because I'm more interesting in stand-up experiences, which the Vive seems to focus on, while stand-up experiences seem to be very much secondary for Oculus. [editline]11th December 2015[/editline] on the other hand, not having to wait until Q2 to get a headset is certainly a compelling argument in favor of the Rift :v:
Standing experiences, whether Vive or Rift, are still going to be a bit clunky when playing alone due to the simple fact that first gen HMDs are still wired. Both Vive and Rift booths always have people moving the wire for the player.
doesnt really seem like an issue for these guys and by all accounts Hover Junkers is a game that demands you be more physically active than most stand-up games [media]https://www.youtube.com/watch?v=Ai4MCmZz28o[/media] [editline]11th December 2015[/editline] just watching that lower screen, it doesnt look like he has a single cable issue the whole time
[QUOTE=EcksDee;49294752]Shiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiit [media]https://www.youtube.com/watch?v=_TPXop3ONPk[/media][/QUOTE] I wish gmod had all of this + a new engine
Garry mentioned they're working on a Gmod sequel quite a while back, which should have VR support (as Facepunch does have a Vive at their office)
[QUOTE=Orkel;49295516]Garry mentioned they're working on a Gmod sequel quite a while back, which should have VR support (as Facepunch does have a Vive at their office)[/QUOTE] I don't know, I think the same argument for why it's not on consoles applies here, there's just not enough controls and too much of a difference in playstyle. A VR version would have to be VR exclusive.
Would it? I mean, you're only building stuff. No reason that wouldn't work if those painting apps do.
Yes but Garry's Mod is so much more than building. The vast majority of addons will not have VR support. People will hurl if it's not a walled garden.
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